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Add debug information about caches on the memory panel #11055
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…e debug ui in the memory panel
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nice, great start!
for separation of ui code from the rest of the logic I'd really like to keep the ui code out of the caches though. I realize that makes it a bit harder to do flexible reports (like "number of meshes") but that way we can also look at accumulated memory from caches.
I.e. I'm thinking we could report something back like
struct CacheMemoryReport {
bytes_cpu: usize,
bytes_gpu: Option<usize>,
/// helpful doc string that explains with this is
detailed_properties: BTreeMap<String, String>,
}
and then build a ui from that generically 🤔 . What do you think?
(edit: that's replacing then ofc the existing bytes_used
)
That makes sense, could also achieve the separation by having a secondary trait for it. But I think a unified UI for it would be good because there was some code-duplication between the different |
case consistency Co-authored-by: Andreas Reich <[email protected]>
Related
To help debug what is going on in #11049
What
Adds a header to the memory panel where different cache types can display UI.
Still TODO
Implement the ui for the various caches.